OGA Cheat Sheet ENG
OGA Cheat Sheet ENG
Create your Adventurer (p. 16) SMOOTH: Show off how smooth you are whenever you have to in-
♦ Choose a Role teract with other people or want to manipulate them.
♦ Fill in your Personal Data Flirt: Seduce someone or use your charm.
♦ Choose a Trope Leadership: Inspire, give orders, or intimidate people.
♦ Mark the Attribute and Skill points from your Role and Trope Speech: Persuade, deceive, or negotiate with people.
♦ Add 2 free Skill Points Style: Show style and elegance, or prove your artistic talent.
♦ Choose and note 3 Feats from your Role and Trope
♦ Choose your Gear depending on your Role FOCUS: You’ll need focus to concentrate, to notice details, and to
♦ Mark 1 Adrenaline, 1 Spotlight, and 1 Cash recall memories and knowledge.
Investigate: Find clues, notice details, sniff out lies.
Heal: Give first aid or comfort someone.
Personal Data (p. 18) Fix: Fix a computer or a car, turn off the security system, or
♦ Name: Your name. hack into a server.
♦ Background: Your background gives you access to informa- Know: Remember information you learned, recall details and
tion, to contacts, or to specific knowledge. other useful knowledge.
♦ Age: Young, Adult, or Old (p. 19).
♦ Catchphrase: Your tag line, your creed, the words that guide CRIME: Your aptitude for crime will come in handy when acting in
you when it’s time for action. Basically, your entire identity secret or to notice incoming threats.
summed up in a sentence. Awareness: Keep your eyes and ears open, notice incom-
♦ Flaw: Not even Heroes can be perfect. Your flaw is the thing ing threats.
that keeps tripping you up throughout your adventures. Dexterity: Perform sleight of hand, steal something, pick a lock.
Stealth: Hide, sneak, or move quietly.
Streetwise: Interact with criminals, recall information useful
Roles (p. 20) for moving in seedy neighborhoods.
When you choose a Role, you gain 1 point in an Attribute, 1 point
each in 10 Skills, and can choose 2 Feats from the list of 6. Your
Role also grants you some starting gear.
Feats (p. 52)
Feats are special talents that say something more about your Ad-
A Special Role (e.g. The Fortune Seeker, p 42) simultaneously acts venturer and grant you precious advantages in some situations.
as a Role, Trope, and Background. If you pick a Special Role, you Most Feats are always active, granting you a Free Re-roll in set sit-
can NOT choose a Trope. uations.
A Special Role grants 2 Attribute Points and 14 assigned Skill
Some Feats have the symbol beside the name. This means that
Points. Additionally, you gain 6 Skill Points to assign freely, and
they can only be activated by spending 1 Luck.
can choose 3 Feats from the list offered by the Special Role.
Finally, some Feats are preceded by the phrase [Quick Action],
and this means that you need to spend a Quick Action to acti-
Tropes (p. 44) vate them. Similarly, to activate a Feat preceded by the phrase
When you choose a Trope, you gain 1 point in an Attribute, 1 point [Full Turn], you give up the chance to roll dice or take actions on
each in 8 Skills, and 1 Feat from a list of 4. Each Trope is con- that turn.
nected to 2 Attributes. You’re free to choose either of them when
assigning your Attribute Point. If your Role has already given you Resources of an Adventurer (p. 60)
a point in one of the Attributes associated with your Trope, you ♦ Grit: You have 12 Grit boxes.
must choose the other. ♦ Luck: You start the game with 1 Luck. You can spend 1 Adren-
aline to gain +1 to a roll, or to activate a Feat that requires it.
♦ Spotlight: You start the game with 1 Spotlight. You can spend
Attributes and Skills (p. 50) it to gain a success without rolling dice in many circumstanc-
You can have up to 3 points in each Attribute and Skill. es, to remove a Condition, or to save one of your friends when
Each Hero starts off with 2 points in all Attributes and 1 point in all they’re about to meet their bitter end.
Skills. These points are already marked in your Hero Sheet. ♦ Death Roulette: You begin the game with 1 Lethal Bullet, and
When you choose a Role and a Trope, you gain 2 Attribute Points gain another whenever you take a spin on the Death Roulette
and 18 Skill Points determined by that Role and Trope. to save your bacon.
Additionally, when creating your Hero, you can add 2 free Skill ♦ Gear: You start the game with the gear granted by your Role.
Points wherever you like. ♦ Cash: You start the game with 1 Cash.
BRAWN: Use brawn for actions that require physical effort.
Endure: Handle pain, withstand exhaustion, hold your liquor. Advancement (p. 228)
Fight: Fight enemies bare handed or in close quarters. Adventurers can advance after a Point of No Return and before
Force: Hoist, push, pull, or break things. the Moment of Truth. When you Advance, you gain:
Stunt: Jump or run recklessly, dodge bullets.
♦ 2 Skill Points to assign freely.
♦ 1 Feat of choice among all available.
NERVES: You need nerves of steel for actions that require quick
♦ 1 Luck.
reflexes and steady hands.
Cool: Keep your cool, hold still, or show courage.
Drive: Drive a car or bike, pilot a plane or helicopter.
Shoot: Shoot, throw things with precision.
Survival: Hunt, find your bearings, improvise weapons or shelter.
Rolling dice (p. 64) Extra Actions (p. 76)
There are two types of rolls in this game: Whenever you score extra successes, you can spend them to take
extra actions such as:
♦ Action Rolls: What you do is up to you. You’re free to choose
what Attribute and Skill to call into play, describe your action, ♦ EXTRA BASIC SUCCESS: Quick Action.
and roll the dice. ♦ EXTRA CRITICAL SUCCESS: Full Action.
♦ Reaction Rolls: The Director tells you what is happening and ♦ EXTRA EXTREME SUCCESS: Cool Action.
how to react. The Attribute and Skill you must use is up to them.
Every time you roll the dice, you must choose one Attribute and Help (p. 82)
one Skill and add up their scores: the result is the number of dice Gear, Supporting Characters, and fellow Heroes can offer you
in your pool. Help. When this happens, the Director can grant you one of the
You’ll find each Skill under the Attribute it’s paired with most often, following benefits:
but you can always use any Skill with any Attribute.
Adrenaline, Conditions, Gear, and circumstances can all modify ♦ Gain +1 to an Action or Reaction Roll.
your chances of success. Add one die for each +1 and remove one ♦ Gain a Success automatically, without rolling the dice.
for each -1. ♦ Gain the Requisite to make a roll.
All things considered, you can never roll less than 2 or more than
9 dice. Hindrance (p. 83)
Inadequate gear, hostile or helpless supporting characters, and
Roll Difficulty (p. 66) unfavorable circumstances can become Hindrances.
The higher the difficulty, the higher success you’ll need to pass the When this happens, the Director can impose one of the follow-
roll. There are 4 levels of difficulty: ing restrictions:
♦ BASIC: A quick and easy action or reaction. ♦ Suffer -1 to an Action or Reaction Roll.
♦ CRITICAL: A full action or reaction. ♦ Gain a Failure automatically, without rolling the dice.
♦ EXTREME: A truly demanding action or reaction. ♦ Need a Help in order to even attempt the roll.
♦ IMPOSSIBLE: A desperate action or reaction.
For especially complex or dangerous rolls, the Director can Luck (p. 80)
choose to set a double difficulty for it. This means that the roll : Spend 1 Luck to gain +1 to a roll.
will have difficulty equal to 2 Basic, 2 Critical, or 2 Extreme (but : Spend 1 Luck to activate the special ability of some Feats.
never 2 Impossible. Jeez!)
: Spend 6 Luck to immediately gain a Spotlight.
Success (p. 66) Adventurers begin the game with 1 Luck and automatically gain 2
You get a Success for each set of two or more dice that land on the Luck when they fill in the Hot Box on their Grit track.
same side. There are 5 levels of success: Additionally, the Director can award a Hero 1 Adrenaline whenever:
♦ BASIC SUCCESS: Pair, 2 of a kind ♦ They get the success they needed against all odds
♦ CRITICAL SUCCESS: Trip, 3 of a kind ♦ They get a far greater success than they needed
♦ EXTREME SUCCESS: Quad, 4 of a kind ♦ They have an idea that rocks the story
♦ IMPOSSIBLE SUCCESS: Quint, 5 of a kind ♦ They make a great sacrifice
♦ JACKPOT!: 6 or more of a kind ♦ They induce strong emotions
Three = One, One = Three: 3 smaller successes are worth as much ♦ They captivate people with their portrayal
as 1 greater success, and 1 greater success is worth as much as 3 ♦ They’re at the center of an epic scene
smaller ones. ♦ Everyone cheers
Greater Success: The Director can grant you a considerable ad-
vantage. Spotlight (p. 81)
Smaller Success: Can be spent to limit the consequences of You can have up to 3 Spotlights at the same time, and can spend
a failure. one to:
Additional Successes: Can be spent to take extra actions.
♦ Get an Extreme Success instead of rolling the dice.
♦ Save a Friend who has lost at the Death Roulette. Your friend
Re-roll and Free Re-roll (p. 72) adds a Lethal Bullet to their roulette.
If you scored at least a success, you can Re-roll all dice that were ♦ Remove a Condition of any kind, including Broken.
not part of the combination. If you don’t score a better result, you ♦ Save a Ride when it’s about to be destroyed.
lose one success of their choice. ♦ Do whatever you want
If a Feat grants you Free Re-roll, you can re-roll even if you didn’t After using a Spotlight and gaining its benefits, flip a coin. Tails:
score a success, and don’t run the risk of losing any success. you immediately regain a Spotlight.
The only exception to this rule is when you save the life of a friend.
Then, if the result is tails, they gain 1 Spotlight.
All in (p. 73)
If, after making a Re-roll or Free Re-roll, you scored a better result, The Director can grant you a Spotlight as a reward for a genius,
you can still choose to go All In. If you don’t score a better result crazy, or mind-blowing move. For example:
you lose ALL previous successes.
♦ When a Hero calls on their Catchphrase in epic or dramatic cir-
cumstances, or when they do something cool in the name of
their ideals.
♦ When a Hero calls their own Flaw into play in an interesting way,
against their own interest and in spite of the consequences.
Failure (p 78) Conditions (p. 96)
Here are 4 ways to have your Adventurers fail with style: There are 3 reasons you can suffer a Condition:
♦ Roll with the Punches: The Adventurer gains a partial success ♦ As a consequence of a failure, the Director can impose a Con-
or involuntarily causes unpleasant consequences. dition they deem appropriate.
♦ Pay the Price: The Adventurer gets an awkward success, but ♦ When you fill in the Bad Box of your Grit, the Director must as-
suffers a Condition or loses Cash or Gear. sign you a relevant Condition.
♦ Take the Hard Road: The Hero does not gain the success they ♦ When failure is not enough, the Director can decide you ALSO
sought, but their failure opens a different path, harder and suffer a Condition.
riskier than the first. When you already have 3 Conditions and stand to get a fourth,
♦ Face Danger: The Adventurer ends up in a dramatic situation you gain the Broken Condition instead. Once you look Broken, you
and is forced to make a Dangerous Roll. Alternatively, they end cannot receive more Conditions.
up face to face with a danger or an Enemy. You can only remove a Condition when you’re safe from all dan-
gers, for example, during a Time Out. You can remove up to 2 Con-
ditions each day. If you fail an attempt, you cannot try to remove
Dangerous Rolls (p. 86) the same Condition until another day has passed.
Dangerous Rolls are represented by this symbol: . When failing
at a Dangerous Roll, you lose Grit depending on the difficulty of COMMON CONDITIONS
the failed roll. ♦ HURT: -1 to all rolls in Brawn.
♦ BASIC: You lose 1 Grit ♦ NERVOUS: -1 to all rolls in Nerves.
♦ CRITICAL: You lose 3 Grit ♦ LIKE A FOOL: -1 to all rolls in Smooth.
♦ EXTREME: You lose 9 Grit ♦ DISTRACTED: -1 to all rolls in Focus.
♦ IMPOSSIBLE: You Lose All Grit ♦ SCARED: -1 to all rolls in Crime.
♦ TIRED: You suffer no penalty.
♦ BROKEN: -1 to all rolls.
Grit (p. 88)
Grit is represented by a line of 12 boxes. Whenever you fail a Roll ,
you fill in a set number of boxes and stand back up after your failure. Camp (p. 224)
When you make a Roll and fail to score the success you need, When they set up Camp, the Adventurers can finally breathe a sigh
you can use any smaller successes to do Damage Control. For ev- of relief and recover their Grit. While at Camp, each Adventurer
ery Basic Success you score, you can avoid losing 1 Grit, and for can take 2 actions among:
every Critical Success, you can avoid losing 3 Grit. ♦ Investigate: Gather information
♦ Heal: Remove a Condition
Two Grit boxes are different from the others. ♦ Fix: Repair a ride
♦ Comfort: Relax your fellow Adventurers (p 100)
♦ BAD BOX: The eighth box is the Bad Box. When you fill in this ♦ Resources: Finding resources or buy something
box, you suffer a Condition determined by the Director. ♦ Explore: Explore or check out a map
♦ HOT BOX: The last box is the Hot Box. When you fill in this box, ♦ Advice: Share a Feat with another Adventurer
you immediately get 2 Luck. ♦ Job: Anything that requires time
When you lose an amount of Grit equal to or greater than the num-
ber of open boxes, fill in all boxes. You’ve now lost all Grit.
The Key (p. 138)
A Key Item, is a crucial tool you need in order to find, reach, or
identify the Treasure. Without this item, you would never be able
Recovering Grit (p. 89) to reach the goal of your adventure.
You have 3 ways to recover all Grit:
A Key Item can never be lost as consequence for a failed roll. When
♦ Sleep on it: After a good night of sleep, you’ll feel like new. you run the risk of losing the Key, you lose 1 Grit instead.
♦ Catch a Break: At the end of a breathtaking scene, or after
you faced a long string of dangers, the Director can give you You can obtain a Key Item:
a Break. ♦ At the beginning of the Adventure
♦ After a Shot: At the end of a gaming Session, the Adventurers ♦ In a Temple filled with traps of all kinds
can finally breathe a sigh of relief. ♦ From the Rival, provided that you manage to outsmart, defeat,
or rob them
The End of an Adventurer (p. 102) There are only 4 circumstances when the Director can choose to
When all your Grit boxes are full and you lose more, you must take take away the Key:
a spin on the Death Roulette and run the risk of being Left for
Dead. When the Director asks you to take a spin on the Death Rou- ♦ When you are captured or Left for Dead
lette, roll a numeric six-sided die. ♦ When the Rival or their right hand takes it
♦ At a Point of No Return, or during the Moment of Truth.
If the result is greater than the number of Lethal Bullets in your ♦ When the Director chooses to spend 1 Heat point.
roulette, you have a narrow escape. Add Lethal Bullet to your rou-
lette.
If the result is equal to the number of Lethal Bullets in your rou-
lette or lower, you’ll be Left for Dead unless a friend saves you by
using one of their Spotlights.
Enemies (p. 104) Supernatural Enemies (p. 174)
An Enemy is not necessarily a single opponent, but a group of peo- A Supernatural Enemy has all the same characteristics of a com-
ple pack of animals, or some vehicles trying to take you out. mon Enemy, but they can also rely on:
Each Enemy can rely on a small sheet where you’ll find their Grit,
♦ Supernatural Feats: A Supernatural Enemy can rely on 6 Feat
and their Attack and Defense scores.
Points (FP), which the Director can use to assign unique and
The Attack of an Enemy represents the difficulty of Reaction Rolls
powerful Supernatural Feats.
that Heroes make when dodging attacks during Reaction Turns.
♦ Bad Boxes: A Supernatural Enemy can have up to 3 Bad Boxes.
The Defense of an Enemy represents the difficulty of Action Rolls
When the Director fills in a Bad Box, the Enemy immediately
that Heroes need to hit them during Action Turns.
takes one of their Special Actions.
The number of Enemy Grit boxes represents how many hits they
♦ Special Actions: Dangerous moves that automatically trigger
can take before a K.O. Can be between 3 and 12.
when the Enemy fills in one of their Bad Boxes
♦ Run: Six unique actions that the Enemy can take during a run
Combat (p. 108) ♦ Minions: Loyal allies that share one of the Enemy’s Feats
During combat, there are two alternating turns:
♦ Action Turn: Adventurers are free to take any action they want Run (p. 164)
and make the relative Action Rolls. Additionally, all Adventur- When the Adventurers are put to flight by a deadly trap or by a mob
ers also can take a Quick Action for free. of Enemies that they can’t hope to fight, they will have to run.
♦ Reaction Turn: The Director states the Enemies’ actions and all A run scene consists of several consecutive Reaction Turns
Adventurers must defend themselves with a Reaction Roll . where all rolls are Dangerous Rolls. A run scene usually lasts 3
ACTION TURN or 5 Turns.
During an Action Turn, you can use a Quick Action to grab or toss If the Adventurers manage to survive until the end of the run or
an object, reload a gun, reach a nearby Enemy, or take anoth- find another way to get out of trouble, they can claim the win.
er quick and easy action. When making their Action Roll, on the If all Adventurers lose all Grit before the end of a run scene, they
other hand, an Adventurer can take any kind of complex action, have lost.
including attacking the Enemy.
To attack an Enemy, the Hero must make a roll with difficulty equal How runs unfold (p. 166)
to the Enemy Defense. For every appropriate success scored, the A run scene is composed by a series of Reaction Turns. At the be-
Enemy loses 1 Grit. ginning of each Turn, the Director describes the situation to the
REACTION TURN Adventurers and asks them to make a Reaction Roll .
During a Reaction Turn, the Director describes the action of the Most Reaction Rolls made during a run scene have Critical or 2
Enemies and asks all Adventurers involved in combat to make a Critical Difficulty, but the Director can make them harder or eas-
Reaction Roll . ier depending on the circumstances. Usually, the Director deter-
When facing an Enemy, the difficulty of Reaction Rolls is equal to mines the Attribute and Skill the Adventurers need to roll for a Re-
the Enemy Attack. action Roll. However, during a run scene, they can also allow the
You can spend extra successes rolled during a Reaction Turn to Adventurers to react freely.
take extra actions. Starting from the second Turn of a run, an Adventurer can:
If you score an extra success that is at least equal to the Enemy
Defense, you can use it to counterattack. When you counter, the ♦ Fall Behind: An Adventurer who fails to roll at least a Basic
Enemy loses 1 Grit as they would when you attack. Success gets left behind. Adventurers who fall behind suffer a
Hindrance on their next roll, and if none of the others come to
their aid they also look Broken, physically or emotionally.
Cover (p. 77) If an Adventurer slows down to help another one who is falling
Partial Cover: +1 to Reaction Rolls, -1 to Action Rolls. behind, both of them suffer a Hindrance to their roll, but nei-
You can reach Partial Cover with a Quick Action. ther becomes Broken.
Total Cover: Automatic Success to Reaction Rolls, -3 to Ac-
♦ Find an Opening: An Adventurer who manages to lose no Grit
tion Rolls.
at all is doing great, and gets a precious opportunity.
You can get behind Total Cover by forgoing your usual Action Roll.
Once everyone has rolled for their Reaction Turn, Adventurers
Alternatively, you can also spend any extra Critical Success to get
who found an opening can make an Action Roll of their choice,
an extra Full Action and quickly throw yourself behind Total Cover.
something that could possibly cause the run to end before ex-
Getting out of Total Cover requires a Quick Action.
pected, or grant a precious Help to a friend in need, or make
their next Reaction Turn easier.
Mags (p. 131) Once all Adventurers who earned the right to an Action Roll
There are only 4 ways to empty a mag: have made their move, the run resumes as usual with a Reac-
Failure: When you fail a roll to shoot, you lose one mag. tion Turn.
Full Auto: When you voluntarily empty a mag against your Ene-
mies to gain +1 to the roll. Special Actions during runs (p. 168)
Covering Fire: When you shoot in all directions to force your En- The Director can also pepper the usual flow of a run scene with
emies to keep their heads down. Your friends (not you) gain +1 to the occasional and annoying Special Action.
their next Reaction Roll. When you lay down covering fire, you use The Director can activate a Special Action once per Turn, at any
your full turn and make no Action Roll. moment in the Turn. Regardless of the run duration, the Director
Bad Luck: As a consequence of your failure, the Director can can only activate up to 3 Special Actions.
state that one or more of your mags were lost, taken away, or that
they became unusable.